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## About The Pull Request This PR tweaks how tools with the CRUEL_IMPLEMENT interact with patients. Essentially, when performing a surgery without anesthetic, it will give them the same mood debuff that they would suffer if you had failed a surgery step (fairly long lasting mood debuff that is removeable with alcohol or a nap). Also adds experimental surgeries to morbid surgeries, meaning coroners now do them faster and get a mood bonus for completing them. The experimental surgery step now also causes a lot of pain when performed by someone who is morbidly inclined, such as the coroner. This step is the part where you are interacting with the patient with an open hand and is contextual to the experimental surgery (thread the patients veins, ground their nerves, etc). Anesthetic will mitigate this entirely. ## Why It's Good For The Game Cruel tools are cruel for a reason, using them on the living is akin to torture. So they are going to hurt, a lot. And this gives those tools some added mechanical flavor befitting of a mad doctor. Experimental surgeries are all quite morbid in general, so its very thematic to add them to the list of morbid surgeries. And the part where you start interacting with the body is perhaps the most morbid part of those surgeries! It also makes sense for that to cause quite a lot of pain, its a delicate procedure so you really should have the patient under anesthesia of some kind. ## Changelog 🆑 add:experimental surgeries are now morbid surgeries, and as such coroners, or anyone else morbidly inclined, get a slight speed boost when performing them. Coroner's, or anyone morbidly inclined will also get a mood boost from completing these surgeries. add:morbid tools now cause a great deal of pain for the patient if used without anesthesia. The experimental surgery step will now cause a great deal of pain when performed by someone who is morbidly inclined, such as the coroner, however this can be avoided with anesthesia. /🆑
This folder is full of #define statements. They are similar to constants, but must come before any code that references them, and they do not take up memory the way constants do.
The values in this folder are NOT options. They are not for hosts to play with. Some of the values are arbitrary and only need to be different from similar constants; for example, the genetic mutation numbers in genetics.dm mean nothing, but MUST be distinct.
It is wise not to touch them unless you understand what they do, where they're used, and most importantly, how to undo your changes if you screw it up.
- Sayu